- defines Rules
Naval playtest changes! ALL CHANGES ARE EXPERIMENTAL!
Subs now have heavy armor. Damage increased 14% from previous version. Torpedoes damage against concrete up to 1000% Sub Cloak delay increased 20%
Torpedoes range down to 8c0 from 9c0. Speed up to 100 from 85. Horizontal rate of turn down to 2 from 3.
Destroyer Cloak detection down to 3c0 from 4c0
Patrol boats cost up to 700 from 500. Cloak detection up to 5c0 from 4c0 Armor reverted to light.
Patrol boat weapon damage 36 down from 40. Damage versus light/wood 75. Concrete 50.
Transport cost up to 1000 from 700. Carry capacity up to 12 from 5.
Transport speed per passenger:
Missile Sub price up to 2400 from 2000. Armor changed to heavy. Reveal shroud up to 7c0 from 6c0. Cloak delay up to 120 from 100. Cloak detection up to 6c0 from 4c0. Speed up 83% Rate of turn up 66%
Missile Sub Armament now uses destroyer values except for the following:
Reload delay up to 100 from 60. Range up to 15c512 from 10c512. Range limit up 17c819 from 12c819. Speed down to 150 from 170. Damage up to 50 from 30.
Missile Sub AA also uses destroyer values except for following:
Reload delay up to 80 from 60. Speed down to 235 from 245. Damage up to 45 from 30.
Cruisers inaccuracy down to 2c0. Damage vs Heavy increased by 100%
Subpen/Shipyard now have 10c stealth detection/reveal shroud
BuildTimeSpeedReduction: 150, 100, 75, 50
repair speed increased by 50%
added sonar pulse upon infiltration to tech labs.
Removed global sub submerging sound. (Also removed in current release)
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Reports of Dual Cold Front (BLK Naval Playtest)
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